Another one in the line of SGG's immensely popular spell-feats, this one provides 6 new feats to modify the iconic antimagic field, so what do the feats do?

-Alarm Field: Add an alarm or detect magic effect to your antimagic field that is not dispelled by it.

-Anchored Field: EXTREMELY cool: Via a costly crystal, you may instead anchor your antimagic field at a specific point in space - great for covering escapes and securing areas. Also great for establishing a neutral zone for negotiations...

-Antischool specialization: Useful for all dispelling effects, from dispel magic to the grand disjunction, this feat enables you to dispel only effects of a school of your choosing - great to get rid of that enchantment on the buffed melee fighter trying to chop you to pieces while retaining the buffs.

-Conditional Field: Perhaps the most versatile one of the feats, this one enables you to suspend the antimagic field on a set of predetermined conditions - very cool for those tacticians out there and also applicable to a host of other useful spells.

-Suspend Field: Temporarily suspend your antimagic field as a swift action to cast - and the winners keep coming. Cool, iconic and full of possibilities: Hit the boss when the shields are down...

-Wall Emanation: When using the anchored field-feat, you can change the area of effect into a 10 ft.-wide wall - even more awesome potential to be had.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's horizontal 3-column standard and the pdf has no bookmarks, but needs none at this length. Ladies and gentlemen, welcome to the endzeitgeist-sounds-like-a-broken-record-party: This pdf is awesome and provides a host of stellar, cool options that not only enhance antimagic fields, but also similar globes, shells etc with their cool options. Owen K.C. Stephens has this time delivered a BP that is literally bereft of even a fraction of content I wouldn't consider to be simply brilliant - of all the spell-feat BPs I've reviewed so far, this is my favorite. 5 stars, endzeitgeist seal of approval.

The latest addition to the Summer of Bullets takes on that old iconic, the Antimagic Field. Going with four pages for this one, with color pieces of art (and pretty decent art at that), this Bullet Point follows all of the standard formats we've come to associate with this series (cover/intro page, 3 column format for new material, OGL).

Right of the bat, anything that turns the antimagic field into more than the one trick pony that it is makes me smile, but of course Owen does not stop there, making it very clear throughout this Bullet Point that these feats will work with many other spells that center on a caster, and have durations greater than instantaneous, or that work against magic effects. And yes, with every feat he gives a list of several of these additional spells beyond the antimagic field.

So, 6 new tricks for an old spell, what do we get out of this, well...how about the ability to cast antimagic field, and walk away, leaving it anchored in space. Nice thing here is if you use Anchored Feat on an information gathering spell (such as detect scrying), the info is still relayed back to you. The ability to set up your field to target one specific school, which could seriously screw with a specialist if you take down his magics, but leave your functioning, no? How about setting a field to automatically turn off, or suspend, when a certain set of conditions are met; i.e. Hero X crosses the field, Mage Z falls asleep, etc. Or, better yet, the capacity to simply suspend the field as a swift action?

Best of the bunch, as my personal pick, is going to have to be Wall Emanation. The capacity to reshape field spells into the classic 10' wall inspires so many evil additions to traps its not even funny.

Continuing with the theme of teaching old dogs new tricks by giving us new feats to help re-imagine iconic spells into new and interesting things to use once again, this addition to the Bullet Point line succeeds in its goal perfectly. Am very much liking the idea of enhancing spells through feats to gain differing effects, rather than changing the spell itself, as this allows the players a greater deal of customization, and personalization. Found only one editing hiccup (the word "one" instead of "on"), and am looking the other way on this one. Yet another loaded chamber guys, 5 out of 5!